SPEKS - A Murder Mystery by Swordfish
SPEKS, the only hope aboard the Standard Reduction Potential, is tasked with solving the brutal murder of the ship's captain. With only two days until the SRP, a passenger shuttle vessel, reaches Mars, SPEKS must interview the crew and passengers to determine the culprit. Don't let corporate down!

Form questions by selecting an interrogative word (5 W's) and a subject to dig deep into the crew's stories and unlock the answers you need to solve the mystery. Use the helpful "Reactivity" meter to gauge the impact of your questions and whether or not the subject is lying to you. When you have determined the culprit, report to them to corporate for deportation to a Mars "re-synergizing getaway".
You'll probably want to have some paper handy to keep track of the passenger's motives and whereabouts.
Ratings
| Overall | 342th | 3.591⭐ | 24🧑⚖️ |
| Fun | 265th | 3.619⭐ | 23🧑⚖️ |
| Innovation | 66th | 4.075⭐ | 22🧑⚖️ |
| Theme | 441th | 3.6⭐ | 22🧑⚖️ |
| Graphics | 320th | 3.643⭐ | 23🧑⚖️ |
| Audio | 645th | 2.548⭐ | 23🧑⚖️ |
| Humor | 236th | 3.026⭐ | 21🧑⚖️ |
| Mood | 225th | 3.65⭐ | 22🧑⚖️ |
| Given | 31🗳️ | 36🗨️ |
That said, I like this a lot! Digging through the story, finding out all the data for yourself, making your own accusations, like a Star Trek themed Ace Attorney game. I'm into it. :smile:
Gave it a 5 in Theme for the creative interpretation.
Despite the opening text being slow swapping between people and questions felt very snappy and meant I didn't need to remember too much between questions.
@kristinamay Thanks for the comment. I am getting the feeling that the consensus is that the text crawl is too slow, lol.
@pixelhurricane Seems to be most people think the intro is to long. I would agree. I am not sure if that counts as a bug to change though. Oh well. Thanks for playing and I hope you do find the killer.
I finished the game and found the true culprit. The interface is nice although it would've been great (*maybe an idea for a follow-up*) to have the character' sprites react live to what you ask them.
I'm assuming the similar naming of the characters was intentional? It was really cumbersome :laughing: I kept mixing them all the time
*PS: I've noticed our games share a similar concept, even if mine is a bit more crude :P *
:x: Definitely agree on the intro speed, I had mute it :slight_frown:.
I'm not entirely sure how the reactivity bar affects the game. You can ask the same question a lot of times and the reactivity would go up, but it doesn't change the answers given.
Yeah, the character names... I thought it would be funny if they all had names starting with the same letter but it was hard for me even to keep track of them all, maybe not the best choice lol.
The reactivity bar doesn't do anything, initially I wanted to have some triggers linked to it but when I realized how much dialogue I had to write already they got cut. So in the end it was just a way to see how they react to your questions, if it spikes a lot on an innocuous seeming answer, they're probably lying.
I'll have to check out your game too :)
I am very interested into the design of this kind of game ? Do you map out the possibility, what's a lie etc ?
With that in mind, I created a loose outline of the plot, who got killed, who did it, what else was going on at the time, etc. Very, very loose, I didn't write much down for that part, if it was a longer story I'd probably want to map everything out really clear before I started writing dialogue but I really didn't have the time.
Most of the work was done in a spreadsheet to keep track of everything, I mapped out every combination of options for each character and wrote a response that made sense for each of them to say. I leaned pretty heavily on stereotypes and tropes to speed that up, if I continue with this idea I'll probably rewrite everyone to be a bit more realistic. In Kevin's case for example, it makes sense for him to lie about where he was at the time of the murder so that his affair doesn't get out but this might initially cast suspicion on him as his story falls apart pretty quick when you talk to the others.
To make the gameplay more interesting, I locked out a few of the questions at the start and as you play certain words trigger them to unlock. When you choose a question, that gets fed into a script to choose which dialogue to show and changing characters just switches out where each question goes. The most time consuming part was writing all the dialogue; 75 lines for each character, with 6 characters makes 450 lines of dialogue.
The reactivity meter was initially supposed to trigger more lines of dialogue as it went up, but pretty early on I realized that 450 lines was already pushing it so ultimately I cut the influence of that but kept the values I'd already assigned so the player can use them to gauge if a suspect is lying. For some people it seems to have caused some confusion so I'm not sure if I should have just cut that too, but that might have made it hard to gauge reactions since I didn't get reaction sprites in.
Hopefully that's comprehensive, thanks for asking!
However, the text speed is really slow (and its associated sound becomes kind of annoying after a while)... Without some kind of skipping/speeding option, it becomes somewhat tedious to get your answers, especially if you messed up the first time you tried and had to restart (like I did). That said, the game is still enjoyable and it's remarkable you managed to do so much by yourself in two days! Good job! Cheers